本文整理汇总了C#中Renderer类的典型用法代码示例。如果您正苦于以下问题:C# Renderer类的具体用法?C# Renderer怎么用?C# Renderer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Renderer类属于命名空间,在下文中一共展示了Renderer类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Terrain
public Terrain(Device device, String texture, int pitch, Renderer renderer)
{
HeightMap = new System.Drawing.Bitmap(@"Data/Textures/"+texture);
WaterShader = new WaterShader(device);
TerrainShader = new TerrainShader(device);
_width = HeightMap.Width-1;
_height = HeightMap.Height-1;
_pitch = pitch;
_terrainTextures = new ShaderResourceView[4];
_terrainTextures[0] = new Texture(device, "Sand.png").TextureResource;
_terrainTextures[1] = new Texture(device, "Grass.png").TextureResource;
_terrainTextures[2] = new Texture(device, "Ground.png").TextureResource;
_terrainTextures[3] = new Texture(device, "Rock.png").TextureResource;
_reflectionClippingPlane = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
_refractionClippingPlane = new Vector4(0.0f, -1.0f, 0.0f, 0.0f);
_noClippingPlane = new Vector4(0.0f, 1.0f, 0.0f, 10000);
_reflectionTexture = new RenderTexture(device, renderer.ScreenSize);
_refractionTexture = new RenderTexture(device, renderer.ScreenSize);
_renderer = renderer;
_bitmap = new Bitmap(device,_refractionTexture.ShaderResourceView,renderer.ScreenSize, new Vector2I(100, 100), 0);
_bitmap.Position = new Vector2I(renderer.ScreenSize.X - 100, 0);
_bitmap2 = new Bitmap(device, _reflectionTexture.ShaderResourceView, renderer.ScreenSize, new Vector2I(100, 100), 0);
_bitmap2.Position = new Vector2I(renderer.ScreenSize.X - 100, 120);
_bumpMap = _renderer.TextureManager.Create("OceanWater.png");
_skydome = new ObjModel(device, "skydome.obj", renderer.TextureManager.Create("Sky.png"));
BuildBuffers(device);
WaveTranslation = new Vector2(0,0);
}
示例2: Awake
/// <summary>
///
/// </summary>
void Awake()
{
m_Transform = transform;
// the muzzleflash is meant to use the 'Particles/Additive'
// (unity default) shader which has the 'TintColor' property
m_Color = renderer.material.GetColor("_TintColor");
m_Color.a = 0.0f;
m_ForceShow = false;
// if a light is present in the prefab we will cache and use it
m_Light = light;
if (m_Light != null)
{
m_LightIntensity = m_Light.intensity;
m_Light.intensity = 0.0f;
}
m_Renderer = renderer;
if (m_Renderer != null)
m_Material = renderer.material;
}
示例3: Start
// Use this for initialization
void Start ()
{
index = 0;
_renderer = GetComponent<Renderer> ();
//renderer.enabled=true;
}
示例4: EntersFog
void EntersFog()
{
smoke = GameObject.Find ("Smoke");
smokeRenderer = smoke.GetComponent<Renderer> ();
smokeRenderer.enabled = true;
player.purityEnabled = true;
}
示例5: Start
void Start()
{
rend = GetComponent<Renderer>();
rend.enabled = true;
hookStartPos = this.transform.position;
lineStartPos = line.transform.position;
}
示例6: GetBounds
public static Bounds GetBounds(Renderer r)
{
if (r is SkinnedMeshRenderer) {
SkinnedMeshRenderer smr = r as SkinnedMeshRenderer;
Mesh mesh = smr.sharedMesh;
Vector3[] vertices = mesh.vertices;
if (vertices.Length <= 0) {
return r.bounds;
}
int idx = 0;
Vector3 min, max;
min = max = r.transform.TransformPoint (vertices [idx++]);
for (int i = idx; i < vertices.Length; i++) {
Vector3 v = vertices [i];
Vector3 V = r.transform.TransformPoint (v);
for (int n = 0; n < 3; n++) {
if (V [n] > max [n])
max [n] = V [n];
if (V [n] < min [n])
min [n] = V [n];
}
}
Bounds b = new Bounds ();;
b.SetMinMax (min, max);
return b;
} else {
return r.bounds;
}
}
示例7: Start
void Start()
{
rend = GetComponentInChildren<Renderer>();
//skammekrog = false;
//mouse = GameObject.Find("CylinderMouse");
}
示例8: Start
// private Item m_item;
private void Start()
{
m_sphereCollider = this.GetComponent<SphereCollider>();
m_renderer = this.GetComponent<Renderer>();
//m_item = new Item(itemName, itemDesc, itemID, itemType);
}
示例9: Start
// Use this for initialization
void Start()
{
quad = transform.Find("Quad");
quadRenderer = quad.renderer;
UvProjector.ProjectUvs(new Transform[]{quad}, cameraAnchor, Camera.main);
}
示例10: Awake
void Awake()
{
s_moneycalc = money.GetComponent<moneycalc>();
renderer = gameObject.GetComponent<Renderer>();
go_GUI = GameObject.Find("GUI");
s_selecttower = go_GUI.GetComponent<selecttower>();
}
示例11: TextRenderer
/// <summary>
/// Constructs a new instance.
/// </summary>
/// <param name="width">The width of the backing store in pixels.</param>
/// <param name="height">The height of the backing store in pixels.</param>
/// <param name="renderer">GWEN renderer.</param>
public TextRenderer(int width, int height, Renderer.OpenTK renderer)
{
if (width <= 0)
throw new ArgumentOutOfRangeException("width");
if (height <= 0)
throw new ArgumentOutOfRangeException("height");
if (GraphicsContext.CurrentContext == null)
throw new InvalidOperationException("No GraphicsContext is current on the calling thread.");
bmp = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
gfx = Graphics.FromImage(bmp);
// NOTE: TextRenderingHint.AntiAliasGridFit looks sharper and in most cases better
// but it comes with a some problems.
//
// 1. Graphic.MeasureString and format.MeasureCharacterRanges
// seem to return wrong values because of this.
//
// 2. While typing the kerning changes in random places in the sentence.
//
// Until 1st problem is fixed we should use TextRenderingHint.AntiAlias... :-(
gfx.TextRenderingHint = TextRenderingHint.AntiAlias;
gfx.Clear(Color.Transparent);
texture = new Texture(renderer) {Width = width, Height = height};
}
示例12: positionObjectWithRendererBoundsData
//for moving object based on gaze coordinates from tracker
//based on resolution of window
//receives object, renderer, bounds script, and data script
//returns vector3 position in world coordinates
public Vector3 positionObjectWithRendererBoundsData(GameObject theObject, Renderer theRenderer, Bounds theBounds, GazeDataManager theData) {
//verify the gaze data
if (theData.gazeCoords != null) {
//convert gaze coords to screen coords
Point2D screenCoords = DataUtilities.gazePointToWindowPoint(theData.gazeCoords);
//convert window coords to viewport coords
Point2D viewCoords = DataUtilities.windowPointToViewPoint(screenCoords);
Vector3 viewVector = new Vector3((float)viewCoords.X, (float)(viewCoords.Y), 0);
//check bounds
//use the object with the outermost bounds and a renderer to make the check
Vector3 boundsVector = theBounds.checkBoundsForRenderer(theRenderer, viewVector);
//convert viewport vector to world position vector
Vector3 worldPos = Camera.main.ViewportToWorldPoint(boundsVector);
worldPos.z = theObject.transform.position.z; //maintain z position for object
//return new world position
return worldPos;
}
//error
else {
//Debug.Log("[GazeMove] Null gaze data, " + theObject.name + " cannot be positioned");
return Vector3.zero;
}
} //end function
示例13: SetBright
public void SetBright(Renderer[] brightItem,int brightIndex)
{
for (int i=0; i<7; i++) {
((Renderer)brightItem.GetValue (i)).material.color = new Color(((Renderer)brightItem.GetValue (i)).material.color.r,((Renderer)brightItem.GetValue (i)).material.color.g,((Renderer)brightItem.GetValue (i)).material.color.b,.5f);
}
((Renderer)brightItem.GetValue (brightIndex-1)).material.color = new Color(((Renderer)brightItem.GetValue (brightIndex-1)).material.color.r,((Renderer)brightItem.GetValue (brightIndex-1)).material.color.g,((Renderer)brightItem.GetValue (brightIndex-1)).material.color.b,1f);
}
示例14: Start
// Use this for initialization
void Start () {
_renderer = GetComponent<Renderer>();
_renderer.material.shader = Shader.Find("MK/MKGlow/Transparent/DiffuseRim");
}
示例15: Start
// Use this for initialization
void Start()
{
rend = GetComponent<Renderer> ();
clipRange = rend.material.GetFloat ("_ClipRange");
range = rend.material.GetVector ("_Range").x;
}